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Messages - legionof1

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1831
The upper level "ductwork" is pretty favorable to the player because its mostly one tile wide hallways with 2 hatches between tiles. So few foes at a time and little opportunity for return fire because of the LOS nature of autoclose hatches. However limited options to flank within the ducts themselves. Heavy armor foes can a big problem since multiple attackers are hard to pull off, and few rear shots. Under armor is also hard to get because no overhead space for arcing weapons. arcing weapons effective range is about 6-7 tiles while crouched.

The cavern level is an interesting "huge problem to no problem situation". The terrain down there has a very high TU cost so even the fastest things move quite slowly. Parrots with 120 TU go about 6-8 tiles a turn. Many, many short multi branch 1 tile wide paths exist with real short LOS. I think about 6 tiles is the longest straight line outside of under the hangers which are giant empty caves. So nothing is going to go real fast down there and come up behind a defense line in time to matter. However finding anything that wanders off down there can take a very long time. power armor and one tile terror units are even worse then in ducts because you spread out a ton to find things in the sewer so massing sufficient firepower while keeping track of the target without losing gals or lots of parrots because the almost melee LOS is a challenge.

However few foes actually go down into the caverns because the pathing tu cost is so high. Anything actively trying to go some where distant will not path though sewer. Its the random wandering guys that go down there and dink around getting lost.

1832
XPiratez / Re: Bugs & Crash Reports
« on: April 14, 2016, 05:42:07 am »
Minor Bug: Plasma subrifle clips appear as "STR_PIR_SUBRIFLE_CLIP" in manufacturing menu popup after plasma weapons research is completed.

1833
XPiratez / Re: How do you use Night Vision to your advantage?
« on: April 14, 2016, 02:38:12 am »
what you are running up against it that "light" and "sight" are different things. the gals can see and shoot farther then there personal lights. However things outside of light are as you described difficult to have good data for knowing what you are doing. You could for instance be bouncing rounds of a terror unit or one shoting a weakling. you the player don't know without light. The solution is the electro flare?(spelling) item buy-able on the black market after a small amount of research. These items produce light in a reasonable radius around them and can be throw like grenades with very high range.  The idea is put the light on the farside of a foe. Or what most of us do just cover the map in light from the safety of the landing craft and ignore what is a fairly fiddly advantage to use. Mercenary faction units and most power armor units have equal or superior sight to a base gal. In addition at turn 20 your units are reveled so only LOS matters for the enemy.

1834
okay i can see that being effective. I personally don't have an issue with lift breaching stage since by that point it usually an empty cube from explosives use. I also tend to come from above and below first rather then up the hallway at ground level.  different styles.

1835
XPiratez / Re: Piratez 0.98b TechTreeViewer (partial)
« on: April 14, 2016, 02:07:44 am »
Well cache clearing fixed it for chrome. Even though the cache was 6.3 megs before and after clearing so...... Firefox still borked but have it working in some form so meh. thks ivan

1836
XPiratez / Re: Piratez 0.98b TechTreeViewer (partial)
« on: April 13, 2016, 11:50:56 pm »
okay so the last few days i have not been to able to get the viewer to work properly. It doesn't provide a drop down list to inputs. For awhile the problem was solved by using a different browser. Now its the alternative browsers as well. Help? 

1837
XPiratez / Re: Bugs & Crash Reports
« on: April 13, 2016, 11:40:07 pm »
Oh hehe i remember those one time doors.

1838
Okay dug around in your save and yeah you are hung up on the tech bottle necks. Specifically Diplomacy and the subsequent broken prisoners. You are also missing a few country knowledge which are bottlenecks. Eurasian autonomy, pirate straits are the big ones that are missing. Capture guild hostesses to solve that bottleneck. I can't get the tech tree viewer to work right now so I am unsure whats the issue with diplomacy is.

Also your base design is weaker to ground attacks although it does maximize space. Foes spawn in hangers and the lift and having more connections gives you more places to defend. The ideal defensive setup looks something like this:

HHHHHH
HHHHHH
L
BB00000   H=hanger tiles L=lift B=barracks 0=other

This setup forces all attackers to come through the lift to attack you. in addition the majority of your units will spawn in barracks so having them close to the lift choke point cuts down on turns spent moving to defend.

1839
XPiratez / Re: Suggestions on how to improve the mod
« on: April 13, 2016, 10:56:12 pm »
Better too much info than not enough info. Also indeed, if you fall into the I-must-control-everything trap, it can get really tedious. Chill out, sit back, and enjoy the journey instead of being obsessed with optimization and finishing the game. Making that 1000 points a month to keep positive score is really easy.
snip...
I agree too much info better then too little, but the density makes finding the info you after a progressively slower progress as the game goes on.   
I was referring not so much to control as to the fairly frequent need to empty out the stores post mission and moving things around to produce what you want. The uber do everything base doesn't exist in Piratez. Some amount of fiddly shuffling will occur.   

1840
XPiratez / Re: Bootypedia (aka the wiki)
« on: April 13, 2016, 10:39:00 pm »
in page spoiler. Thanks for the good work.

1841
XPiratez / Re: Suggestions on how to improve the mod
« on: April 13, 2016, 11:45:05 am »
The multitude of assorted arms types i actually kinda like early in the game makes it feel more scavengey and edge of of survival. Mid game its a mild hassle to keep things tidy and functional but not to bad. late game is where it starts to take its toll housekeeping and shuffling of equipment to multiple base and in and out of dispersed production lines gets time consuming. the in game bootypedia is full to bursting and is much less useful for reference. The whole game dynamic changes and not in a great way.   

1842
XPiratez / Re: Bugs & Crash Reports
« on: April 13, 2016, 06:39:18 am »
That particular issue is another long occurring flaw since no one has bothered to craft a separate error message for energy. I'm frankly impressed we have separate messages for the various types of LOS failures. All 3 are the same type of failure as far as the game cares. And energy shows up so rarely as an issue in unmoded play. piratez has it all the damn time on the other hand because we have negative energy recovery on almost every power armor.   

1843
XPiratez / Re: Bootypedia (aka the wiki)
« on: April 13, 2016, 05:56:10 am »
Bandwidth is not something i would worry about. Lets face it these are not very high quality source images we are talking about here. However formatting is a concern. a full inventory screen at legible size is a huge amount of screen space. Perhaps someone could devise a legible box grid style thing something like:

XX00 <=mesh armor belt layout. 0 is open. X is closed.
    00   


Such a format would compress the needed space. But it would need to be formatted is a way so that it will retain the internal pattern no matter viewer display. So no simple text. My web page writing experience was over a decade ago so i barely recall how do it back then let alone in a modern form other wise i would take a shot at it. I would rather not butcher an already info dense wiki page.

1844
XPiratez / Re: Suggestions on how to improve the mod
« on: April 13, 2016, 05:39:19 am »
Actual funds is not so much the point it is more towards what feels rewarding to do and play and not just runabout/fighter/cutter 234. When you need to do many small crafts over and over every month to keep from losing the game to score, in-between preparing for major targets things become dull. This is unfortunately what alot of the mid game involves as you wait for the right captures to come along to pass bottle necks.     

1845
XPiratez / Re: Bootypedia (aka the wiki)
« on: April 13, 2016, 05:18:57 am »
Most armor's in game descriptions say how many spots that have so the information is not completely hidden. However armors do not lose sockets in a uniform manner so the inventory size value is of limited help. Amazon armor for instance loses the quick draw slot, part of the belt and one leg and one shoulder while having a 2 row pack. Mesh armor loses one shoulder spot on each side, a part of the belt and only has a 1 row pack. The inventory between them is only 2 spots different with the same belt. but the mesh armor is much more favorable for sidearms and multiple grenade use but must use its hands for larger then 3x1 items. 

Guerilla is moderately good outfit stat wise but it has a full pack which most early outfits lack     

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